of the ffmpeg command line program. Originally committed as revision 10255 to svn://svn.ffmpeg.org/ffmpeg/trunktags/v0.5
| @@ -124,7 +124,8 @@ vhook/%.o: vhook/%.c | |||
| $(CC) $(CFLAGS) -c -o $@ $< | |||
| documentation: $(addprefix doc/, ffmpeg-doc.html faq.html ffserver-doc.html \ | |||
| ffplay-doc.html hooks.html $(ALLMANPAGES)) | |||
| ffplay-doc.html general.html hooks.html \ | |||
| $(ALLMANPAGES)) | |||
| doc/%.html: doc/%.texi | |||
| texi2html -monolithic -number $< | |||
| @@ -850,958 +850,4 @@ It allows almost lossless encoding. | |||
| @end itemize | |||
| @chapter external libraries | |||
| FFmpeg can be hooked up with a number of external libraries to add support | |||
| for more formats. None of them are used by default, their use has to be | |||
| explicitly requested by passing the appropriate flags to @file{./configure}. | |||
| @section AMR | |||
| AMR comes in two different flavors, WB and NB. FFmpeg can make use of the | |||
| AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference | |||
| decoders and encoders. | |||
| Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for | |||
| installing the libraries. Then pass @code{--enable-libamr-nb} and/or | |||
| @code{--enable-libamr-wb} to configure to enable the libraries. | |||
| @chapter Supported File Formats and Codecs | |||
| You can use the @code{-formats} option to have an exhaustive list. | |||
| @section File Formats | |||
| FFmpeg supports the following file formats through the @code{libavformat} | |||
| library: | |||
| @multitable @columnfractions .4 .1 .1 .4 | |||
| @item Supported File Format @tab Encoding @tab Decoding @tab Comments | |||
| @item MPEG audio @tab X @tab X | |||
| @item MPEG-1 systems @tab X @tab X | |||
| @tab muxed audio and video | |||
| @item MPEG-2 PS @tab X @tab X | |||
| @tab also known as @code{VOB} file | |||
| @item MPEG-2 TS @tab @tab X | |||
| @tab also known as DVB Transport Stream | |||
| @item ASF@tab X @tab X | |||
| @item AVI@tab X @tab X | |||
| @item WAV@tab X @tab X | |||
| @item Macromedia Flash@tab X @tab X | |||
| @tab Only embedded audio is decoded. | |||
| @item FLV @tab X @tab X | |||
| @tab Macromedia Flash video files | |||
| @item Real Audio and Video @tab X @tab X | |||
| @item Raw AC3 @tab X @tab X | |||
| @item Raw MJPEG @tab X @tab X | |||
| @item Raw MPEG video @tab X @tab X | |||
| @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X | |||
| @item Raw CRI ADX audio @tab X @tab X | |||
| @item Raw Shorten audio @tab @tab X | |||
| @item SUN AU format @tab X @tab X | |||
| @item NUT @tab X @tab X @tab NUT Open Container Format | |||
| @item QuickTime @tab X @tab X | |||
| @item MPEG-4 @tab X @tab X | |||
| @tab MPEG-4 is a variant of QuickTime. | |||
| @item Raw MPEG4 video @tab X @tab X | |||
| @item DV @tab X @tab X | |||
| @item 4xm @tab @tab X | |||
| @tab 4X Technologies format, used in some games. | |||
| @item Playstation STR @tab @tab X | |||
| @item Id RoQ @tab X @tab X | |||
| @tab Used in Quake III, Jedi Knight 2, other computer games. | |||
| @item Interplay MVE @tab @tab X | |||
| @tab Format used in various Interplay computer games. | |||
| @item WC3 Movie @tab @tab X | |||
| @tab Multimedia format used in Origin's Wing Commander III computer game. | |||
| @item Sega FILM/CPK @tab @tab X | |||
| @tab Used in many Sega Saturn console games. | |||
| @item Westwood Studios VQA/AUD @tab @tab X | |||
| @tab Multimedia formats used in Westwood Studios games. | |||
| @item Id Cinematic (.cin) @tab @tab X | |||
| @tab Used in Quake II. | |||
| @item FLIC format @tab @tab X | |||
| @tab .fli/.flc files | |||
| @item Sierra VMD @tab @tab X | |||
| @tab Used in Sierra CD-ROM games. | |||
| @item Sierra Online @tab @tab X | |||
| @tab .sol files used in Sierra Online games. | |||
| @item Matroska @tab @tab X | |||
| @item Electronic Arts Multimedia @tab @tab X | |||
| @tab Used in various EA games; files have extensions like WVE and UV2. | |||
| @item Nullsoft Video (NSV) format @tab @tab X | |||
| @item ADTS AAC audio @tab X @tab X | |||
| @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro. | |||
| @item American Laser Games MM @tab @tab X | |||
| @tab Multimedia format used in games like Mad Dog McCree | |||
| @item AVS @tab @tab X | |||
| @tab Multimedia format used by the Creature Shock game. | |||
| @item Smacker @tab @tab X | |||
| @tab Multimedia format used by many games. | |||
| @item GXF @tab X @tab X | |||
| @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers. | |||
| @item CIN @tab @tab X | |||
| @tab Multimedia format used by Delphine Software games. | |||
| @item MXF @tab @tab X | |||
| @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry. | |||
| @item SEQ @tab @tab X | |||
| @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback. | |||
| @item DXA @tab @tab X | |||
| @tab This format is used in non-Windows version of Feeble Files game and | |||
| different game cutscenes repacked for use with ScummVM. | |||
| @item THP @tab @tab X | |||
| @tab Used on the Nintendo GameCube. | |||
| @item C93 @tab @tab X | |||
| @tab Used in the game Cyberia from Interplay. | |||
| @item Bethsoft VID @tab @tab X | |||
| @tab Used in some games from Bethesda Softworks. | |||
| @item CRYO APC @tab @tab X | |||
| @tab Audio format used in some games by CRYO Interactive Entertainment. | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @section Image Formats | |||
| FFmpeg can read and write images for each frame of a video sequence. The | |||
| following image formats are supported: | |||
| @multitable @columnfractions .4 .1 .1 .4 | |||
| @item Supported Image Format @tab Encoding @tab Decoding @tab Comments | |||
| @item PGM, PPM @tab X @tab X | |||
| @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. | |||
| @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 | |||
| @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. | |||
| @item .Y.U.V @tab X @tab X @tab one raw file per component | |||
| @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. | |||
| @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet. | |||
| @item Targa @tab @tab X @tab Targa (.TGA) image format. | |||
| @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet. | |||
| @item SGI @tab X @tab X @tab SGI RGB image format | |||
| @item PTX @tab @tab X @tab V.Flash PTX format | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @section Video Codecs | |||
| @multitable @columnfractions .4 .1 .1 .4 | |||
| @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |||
| @item MPEG-1 video @tab X @tab X | |||
| @item MPEG-2 video @tab X @tab X | |||
| @item MPEG-4 @tab X @tab X | |||
| @item MSMPEG4 V1 @tab X @tab X | |||
| @item MSMPEG4 V2 @tab X @tab X | |||
| @item MSMPEG4 V3 @tab X @tab X | |||
| @item WMV7 @tab X @tab X | |||
| @item WMV8 @tab X @tab X @tab not completely working | |||
| @item WMV9 @tab @tab X @tab not completely working | |||
| @item VC1 @tab @tab X | |||
| @item H.261 @tab X @tab X | |||
| @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0 | |||
| @item H.264 @tab @tab X | |||
| @item RealVideo 1.0 @tab X @tab X | |||
| @item RealVideo 2.0 @tab X @tab X | |||
| @item MJPEG @tab X @tab X | |||
| @item lossless MJPEG @tab X @tab X | |||
| @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported | |||
| @item Apple MJPEG-B @tab @tab X | |||
| @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X | |||
| @item DV @tab X @tab X | |||
| @item HuffYUV @tab X @tab X | |||
| @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1) | |||
| @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW) | |||
| @item Asus v1 @tab X @tab X @tab fourcc: ASV1 | |||
| @item Asus v2 @tab X @tab X @tab fourcc: ASV2 | |||
| @item Creative YUV @tab @tab X @tab fourcc: CYUV | |||
| @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1 | |||
| @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3 | |||
| @item On2 VP3 @tab @tab X @tab still experimental | |||
| @item On2 VP5 @tab @tab X @tab fourcc: VP50 | |||
| @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62 | |||
| @item Theora @tab X @tab X @tab still experimental | |||
| @item Intel Indeo 3 @tab @tab X | |||
| @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash | |||
| @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1 | |||
| @item ATI VCR1 @tab @tab X @tab fourcc: VCR1 | |||
| @item ATI VCR2 @tab @tab X @tab fourcc: VCR2 | |||
| @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR | |||
| @item 4X Video @tab @tab X @tab Used in certain computer games. | |||
| @item Sony Playstation MDEC @tab @tab X | |||
| @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. | |||
| @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files. | |||
| @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files. | |||
| @item Apple Animation @tab X @tab X @tab fourcc: 'rle ' | |||
| @item Apple Graphics @tab @tab X @tab fourcc: 'smc ' | |||
| @item Apple Video @tab @tab X @tab fourcc: rpza | |||
| @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw | |||
| @item Cinepak @tab @tab X | |||
| @item Microsoft RLE @tab @tab X | |||
| @item Microsoft Video-1 @tab @tab X | |||
| @item Westwood VQA @tab @tab X | |||
| @item Id Cinematic Video @tab @tab X @tab Used in Quake II. | |||
| @item Planar RGB @tab @tab X @tab fourcc: 8BPS | |||
| @item FLIC video @tab @tab X | |||
| @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK | |||
| @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20 | |||
| @item VMD Video @tab @tab X @tab Used in Sierra VMD files. | |||
| @item MSZH @tab @tab X @tab Part of LCL | |||
| @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental | |||
| @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC | |||
| @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI | |||
| @item Miro VideoXL @tab @tab X @tab fourcc: VIXL | |||
| @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1 | |||
| @item LOCO @tab @tab X @tab | |||
| @item Winnov WNV1 @tab @tab X @tab | |||
| @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC | |||
| @item Fraps FPS1 @tab @tab X @tab | |||
| @item CamStudio @tab @tab X @tab fourcc: CSCD | |||
| @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree | |||
| @item ZMBV @tab X @tab X @tab Encoder works only on PAL8 | |||
| @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game. | |||
| @item Smacker Video @tab @tab X @tab Video encoding used in Smacker. | |||
| @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files. | |||
| @item KMVC @tab @tab X @tab Codec used in Worms games. | |||
| @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware. | |||
| @item Cin Video @tab @tab X @tab Codec used in Delphine Software games. | |||
| @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game. | |||
| @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game. | |||
| @item AVID DNxHD @tab @tab X @tab aka SMPTE VC3 | |||
| @item C93 Video @tab @tab X @tab Codec used in Cyberia game. | |||
| @item THP @tab @tab X @tab Used on the Nintendo GameCube. | |||
| @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks. | |||
| @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine. | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @section Audio Codecs | |||
| @multitable @columnfractions .4 .1 .1 .1 .7 | |||
| @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |||
| @item MPEG audio layer 2 @tab IX @tab IX | |||
| @item MPEG audio layer 1/3 @tab IX @tab IX | |||
| @tab MP3 encoding is supported through the external library LAME. | |||
| @item AC3 @tab IX @tab IX | |||
| @tab liba52 is used internally for decoding. | |||
| @item Vorbis @tab X @tab X | |||
| @item WMA V1/V2 @tab X @tab X | |||
| @item AAC @tab X @tab X | |||
| @tab Supported through the external library libfaac/libfaad. | |||
| @item Microsoft ADPCM @tab X @tab X | |||
| @item MS IMA ADPCM @tab X @tab X | |||
| @item QT IMA ADPCM @tab @tab X | |||
| @item 4X IMA ADPCM @tab @tab X | |||
| @item G.726 ADPCM @tab X @tab X | |||
| @item Duck DK3 IMA ADPCM @tab @tab X | |||
| @tab Used in some Sega Saturn console games. | |||
| @item Duck DK4 IMA ADPCM @tab @tab X | |||
| @tab Used in some Sega Saturn console games. | |||
| @item Westwood Studios IMA ADPCM @tab @tab X | |||
| @tab Used in Westwood Studios games like Command and Conquer. | |||
| @item SMJPEG IMA ADPCM @tab @tab X | |||
| @tab Used in certain Loki game ports. | |||
| @item CD-ROM XA ADPCM @tab @tab X | |||
| @item CRI ADX ADPCM @tab X @tab X | |||
| @tab Used in Sega Dreamcast games. | |||
| @item Electronic Arts ADPCM @tab @tab X | |||
| @tab Used in various EA titles. | |||
| @item Creative ADPCM @tab @tab X | |||
| @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 | |||
| @item THP ADPCM @tab @tab X | |||
| @tab Used on the Nintendo GameCube. | |||
| @item RA144 @tab @tab X | |||
| @tab Real 14400 bit/s codec | |||
| @item RA288 @tab @tab X | |||
| @tab Real 28800 bit/s codec | |||
| @item RADnet @tab X @tab IX | |||
| @tab Real low bitrate AC3 codec, liba52 is used for decoding. | |||
| @item AMR-NB @tab X @tab X | |||
| @tab Supported through an external library. | |||
| @item AMR-WB @tab X @tab X | |||
| @tab Supported through an external library. | |||
| @item DV audio @tab @tab X | |||
| @item Id RoQ DPCM @tab X @tab X | |||
| @tab Used in Quake III, Jedi Knight 2, other computer games. | |||
| @item Interplay MVE DPCM @tab @tab X | |||
| @tab Used in various Interplay computer games. | |||
| @item Xan DPCM @tab @tab X | |||
| @tab Used in Origin's Wing Commander IV AVI files. | |||
| @item Sierra Online DPCM @tab @tab X | |||
| @tab Used in Sierra Online game audio files. | |||
| @item Apple MACE 3 @tab @tab X | |||
| @item Apple MACE 6 @tab @tab X | |||
| @item FLAC lossless audio @tab X @tab X | |||
| @item Shorten lossless audio @tab @tab X | |||
| @item Apple lossless audio @tab @tab X | |||
| @tab QuickTime fourcc 'alac' | |||
| @item FFmpeg Sonic @tab X @tab X | |||
| @tab experimental lossy/lossless codec | |||
| @item Qdesign QDM2 @tab @tab X | |||
| @tab there are still some distortions | |||
| @item Real COOK @tab @tab X | |||
| @tab All versions except 5.1 are supported | |||
| @item DSP Group TrueSpeech @tab @tab X | |||
| @item True Audio (TTA) @tab @tab X | |||
| @item Smacker Audio @tab @tab X | |||
| @item WavPack Audio @tab @tab X | |||
| @item Cin Audio @tab @tab X | |||
| @tab Codec used in Delphine Software games. | |||
| @item Intel Music Coder @tab @tab X | |||
| @item Musepack @tab @tab X | |||
| @tab Only SV7 is supported | |||
| @item DT$ Coherent Audio @tab @tab X | |||
| @item ATRAC 3 @tab @tab X | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @code{I} means that an integer-only version is available, too (ensures high | |||
| performance on systems without hardware floating point support). | |||
| @chapter Platform Specific information | |||
| @section BSD | |||
| BSD make will not build FFmpeg, you need to install and use GNU Make | |||
| (@file{gmake}). | |||
| @section Windows | |||
| To get help and instructions for using FFmpeg under Windows, check out | |||
| the FFmpeg Windows Help Forum at | |||
| @url{http://arrozcru.no-ip.org/ffmpeg/}. | |||
| @subsection Native Windows compilation | |||
| @itemize | |||
| @item Install the current versions of MSYS and MinGW from | |||
| @url{http://www.mingw.org/}. You can find detailed installation | |||
| instructions in the download section and the FAQ. | |||
| NOTE: Use at least bash 3.1. Older versions are known to be failing on the | |||
| configure script. | |||
| @item If you want to test the FFplay, also download | |||
| the MinGW development library of SDL 1.2.x | |||
| (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from | |||
| @url{http://www.libsdl.org}. Unpack it in a temporary directory, and | |||
| unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool | |||
| directory. Edit the @file{sdl-config} script so that it gives the | |||
| correct SDL directory when invoked. | |||
| @item If you want to use vhooks, you must have a POSIX compliant libdl in your | |||
| MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}. | |||
| @item Extract the current version of FFmpeg. | |||
| @item Start the MSYS shell (file @file{msys.bat}). | |||
| @item Change to the FFmpeg directory and follow | |||
| the instructions of how to compile FFmpeg (file | |||
| @file{INSTALL}). Usually, launching @file{./configure} and @file{make} | |||
| suffices. If you have problems using SDL, verify that | |||
| @file{sdl-config} can be launched from the MSYS command line. | |||
| @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing | |||
| @file{make install}. Do not forget to copy @file{SDL.dll} to the place | |||
| you launch @file{ffplay} from. | |||
| @end itemize | |||
| Notes: | |||
| @itemize | |||
| @item The target @file{make wininstaller} can be used to create a | |||
| Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll} | |||
| must be copied to the FFmpeg directory in order to build the | |||
| installer. | |||
| @item By using @code{./configure --enable-shared} when configuring FFmpeg, | |||
| you can build @file{avcodec.dll} and @file{avformat.dll}. With | |||
| @code{make install} you install the FFmpeg DLLs and the associated | |||
| headers in @file{Program Files/FFmpeg}. | |||
| @item Visual C++ compatibility: If you used @code{./configure --enable-shared} | |||
| when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual | |||
| C++ @code{lib} tool to build @code{avcodec.lib} and | |||
| @code{avformat.lib}. With these libraries you can link your Visual C++ | |||
| code directly with the FFmpeg DLLs (see below). | |||
| @end itemize | |||
| @subsection Visual C++ compatibility | |||
| FFmpeg will not compile under Visual C++ -- and it has too many | |||
| dependencies on the GCC compiler to make a port viable. However, | |||
| if you want to use the FFmpeg libraries in your own applications, | |||
| you can still compile those applications using Visual C++. An | |||
| important restriction to this is that you have to use the | |||
| dynamically linked versions of the FFmpeg libraries (i.e. the | |||
| DLLs), and you have to make sure that Visual-C++-compatible | |||
| import libraries are created during the FFmpeg build process. | |||
| This description of how to use the FFmpeg libraries with Visual C++ is | |||
| based on Visual C++ 2005 Express Edition Beta 2. If you have a different | |||
| version, you might have to modify the procedures slightly. | |||
| Here are the step-by-step instructions for building the FFmpeg libraries | |||
| so they can be used with Visual C++: | |||
| @enumerate | |||
| @item Install Visual C++ (if you have not done so already). | |||
| @item Install MinGW and MSYS as described above. | |||
| @item Add a call to @file{vcvars32.bat} (which sets up the environment | |||
| variables for the Visual C++ tools) as the first line of | |||
| @file{msys.bat}. The standard location for @file{vcvars32.bat} is | |||
| @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, | |||
| and the standard location for @file{msys.bat} is | |||
| @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the | |||
| following line as the first line of @file{msys.bat}: | |||
| @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"} | |||
| @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}. | |||
| If you get a help message with the command line options of @code{link.exe}, | |||
| this means your environment variables are set up correctly, the | |||
| Microsoft linker is on the path and will be used by FFmpeg to | |||
| create Visual-C++-compatible import libraries. | |||
| @item Extract the current version of FFmpeg and change to the FFmpeg directory. | |||
| @item Type the command | |||
| @code{./configure --enable-shared --disable-static --enable-memalign-hack} | |||
| to configure and, if that did not produce any errors, | |||
| type @code{make} to build FFmpeg. | |||
| @item The subdirectories @file{libavformat}, @file{libavcodec}, and | |||
| @file{libavutil} should now contain the files @file{avformat.dll}, | |||
| @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib}, | |||
| @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three | |||
| DLLs to your System32 directory (typically @file{C:\Windows\System32}). | |||
| @end enumerate | |||
| And here is how to use these libraries with Visual C++: | |||
| @enumerate | |||
| @item Create a new console application ("File / New / Project") and then | |||
| select "Win32 Console Application". On the appropriate page of the | |||
| Application Wizard, uncheck the "Precompiled headers" option. | |||
| @item Write the source code for your application, or, for testing, just | |||
| copy the code from an existing sample application into the source file | |||
| that Visual C++ has already created for you. (Note that your source | |||
| filehas to have a @code{.cpp} extension; otherwise, Visual C++ will not | |||
| compile the FFmpeg headers correctly because in C mode, it does not | |||
| recognize the @code{inline} keyword.) For example, you can copy | |||
| @file{output_example.c} from the FFmpeg distribution (but you will | |||
| have to make minor modifications so the code will compile under | |||
| C++, see below). | |||
| @item Open the "Project / Properties" dialog box. In the "Configuration" | |||
| combo box, select "All Configurations" so that the changes you make will | |||
| affect both debug and release builds. In the tree view on the left hand | |||
| side, select "C/C++ / General", then edit the "Additional Include | |||
| Directories" setting to contain the complete paths to the | |||
| @file{libavformat}, @file{libavcodec}, and @file{libavutil} | |||
| subdirectories of your FFmpeg directory. Note that the directories have | |||
| to be separated using semicolons. Now select "Linker / General" from the | |||
| tree view and edit the "Additional Library Directories" setting to | |||
| contain the same three directories. | |||
| @item Still in the "Project / Properties" dialog box, select "Linker / Input" | |||
| from the tree view, then add the files @file{avformat.lib}, | |||
| @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional | |||
| Dependencies". Note that the names of the libraries have to be separated | |||
| using spaces. | |||
| @item Now, select "C/C++ / Code Generation" from the tree view. Select | |||
| "Debug" in the "Configuration" combo box. Make sure that "Runtime | |||
| Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in | |||
| the "Configuration" combo box and make sure that "Runtime Library" is | |||
| set to "Multi-threaded DLL". | |||
| @item Click "OK" to close the "Project / Properties" dialog box and build | |||
| the application. Hopefully, it should compile and run cleanly. If you | |||
| used @file{output_example.c} as your sample application, you will get a | |||
| few compiler errors, but they are easy to fix. The first type of error | |||
| occurs because Visual C++ does not allow an @code{int} to be converted to | |||
| an @code{enum} without a cast. To solve the problem, insert the required | |||
| casts (this error occurs once for a @code{CodecID} and once for a | |||
| @code{CodecType}). The second type of error occurs because C++ requires | |||
| the return value of @code{malloc} to be cast to the exact type of the | |||
| pointer it is being assigned to. Visual C++ will complain that, for | |||
| example, @code{(void *)} is being assigned to @code{(uint8_t *)} without | |||
| an explicit cast. So insert an explicit cast in these places to silence | |||
| the compiler. The third type of error occurs because the @code{snprintf} | |||
| library function is called @code{_snprintf} under Visual C++. So just | |||
| add an underscore to fix the problem. With these changes, | |||
| @file{output_example.c} should compile under Visual C++, and the | |||
| resulting executable should produce valid video files. | |||
| @end enumerate | |||
| @subsection Cross compilation for Windows with Linux | |||
| You must use the MinGW cross compilation tools available at | |||
| @url{http://www.mingw.org/}. | |||
| Then configure FFmpeg with the following options: | |||
| @example | |||
| ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- | |||
| @end example | |||
| (you can change the cross-prefix according to the prefix chosen for the | |||
| MinGW tools). | |||
| Then you can easily test FFmpeg with Wine | |||
| (@url{http://www.winehq.com/}). | |||
| @subsection Compilation under Cygwin | |||
| Cygwin works very much like Unix. | |||
| Just install your Cygwin with all the "Base" packages, plus the | |||
| following "Devel" ones: | |||
| @example | |||
| binutils, gcc-core, make, subversion | |||
| @end example | |||
| Do not install binutils-20060709-1 (they are buggy on shared builds); | |||
| use binutils-20050610-1 instead. | |||
| Then run | |||
| @example | |||
| ./configure --enable-static --disable-shared | |||
| @end example | |||
| to make a static build or | |||
| @example | |||
| ./configure --enable-shared --disable-static | |||
| @end example | |||
| to build shared libraries. | |||
| If you want to build FFmpeg with additional libraries, download Cygwin | |||
| "Devel" packages for Ogg and Vorbis from any Cygwin packages repository | |||
| and/or SDL, xvid, faac, faad2 packages from Cygwin Ports, | |||
| (@url{http://cygwinports.dotsrc.org/}). | |||
| @subsection Crosscompilation for Windows under Cygwin | |||
| With Cygwin you can create Windows binaries that do not need the cygwin1.dll. | |||
| Just install your Cygwin as explained before, plus these additional | |||
| "Devel" packages: | |||
| @example | |||
| gcc-mingw-core, mingw-runtime, mingw-zlib | |||
| @end example | |||
| and add some special flags to your configure invocation. | |||
| For a static build run | |||
| @example | |||
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |||
| @end example | |||
| and for a build with shared libraries | |||
| @example | |||
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |||
| @end example | |||
| @section BeOS | |||
| The configure script should guess the configuration itself. | |||
| Networking support is currently not finished. | |||
| errno issues fixed by Andrew Bachmann. | |||
| Old stuff: | |||
| François Revol - revol at free dot fr - April 2002 | |||
| The configure script should guess the configuration itself, | |||
| however I still did not test building on the net_server version of BeOS. | |||
| FFserver is broken (needs poll() implementation). | |||
| There are still issues with errno codes, which are negative in BeOS, and | |||
| that FFmpeg negates when returning. This ends up turning errors into | |||
| valid results, then crashes. | |||
| (To be fixed) | |||
| @chapter Developers Guide | |||
| @section API | |||
| @itemize @bullet | |||
| @item libavcodec is the library containing the codecs (both encoding and | |||
| decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. | |||
| @item libavformat is the library containing the file format handling (mux and | |||
| demux code for several formats). Look at @file{ffplay.c} to use it in a | |||
| player. See @file{output_example.c} to use it to generate audio or video | |||
| streams. | |||
| @end itemize | |||
| @section Integrating libavcodec or libavformat in your program | |||
| You can integrate all the source code of the libraries to link them | |||
| statically to avoid any version problem. All you need is to provide a | |||
| 'config.mak' and a 'config.h' in the parent directory. See the defines | |||
| generated by ./configure to understand what is needed. | |||
| You can use libavcodec or libavformat in your commercial program, but | |||
| @emph{any patch you make must be published}. The best way to proceed is | |||
| to send your patches to the FFmpeg mailing list. | |||
| @node Coding Rules | |||
| @section Coding Rules | |||
| FFmpeg is programmed in the ISO C90 language with a few additional | |||
| features from ISO C99, namely: | |||
| @itemize @bullet | |||
| @item | |||
| the @samp{inline} keyword; | |||
| @item | |||
| @samp{//} comments; | |||
| @item | |||
| designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) | |||
| @item | |||
| compound literals (@samp{x = (struct s) @{ 17, 23 @};}) | |||
| @end itemize | |||
| These features are supported by all compilers we care about, so we will not | |||
| accept patches to remove their use unless they absolutely do not impair | |||
| clarity and performance. | |||
| All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also | |||
| compiles with several other compilers, such as the Compaq ccc compiler | |||
| or Sun Studio 9, and we would like to keep it that way unless it would | |||
| be exceedingly involved. To ensure compatibility, please do not use any | |||
| additional C99 features or GCC extensions. Especially watch out for: | |||
| @itemize @bullet | |||
| @item | |||
| mixing statements and declarations; | |||
| @item | |||
| @samp{long long} (use @samp{int64_t} instead); | |||
| @item | |||
| @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; | |||
| @item | |||
| GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). | |||
| @end itemize | |||
| Indent size is 4. | |||
| The presentation is the one specified by 'indent -i4 -kr -nut'. | |||
| The TAB character is forbidden outside of Makefiles as is any | |||
| form of trailing whitespace. Commits containing either will be | |||
| rejected by the Subversion repository. | |||
| The main priority in FFmpeg is simplicity and small code size in order to | |||
| minimize the bug count. | |||
| Comments: Use the JavaDoc/Doxygen | |||
| format (see examples below) so that code documentation | |||
| can be generated automatically. All nontrivial functions should have a comment | |||
| above them explaining what the function does, even if it is just one sentence. | |||
| All structures and their member variables should be documented, too. | |||
| @example | |||
| /** | |||
| * @@file mpeg.c | |||
| * MPEG codec. | |||
| * @@author ... | |||
| */ | |||
| /** | |||
| * Summary sentence. | |||
| * more text ... | |||
| * ... | |||
| */ | |||
| typedef struct Foobar@{ | |||
| int var1; /**< var1 description */ | |||
| int var2; ///< var2 description | |||
| /** var3 description */ | |||
| int var3; | |||
| @} Foobar; | |||
| /** | |||
| * Summary sentence. | |||
| * more text ... | |||
| * ... | |||
| * @@param my_parameter description of my_parameter | |||
| * @@return return value description | |||
| */ | |||
| int myfunc(int my_parameter) | |||
| ... | |||
| @end example | |||
| fprintf and printf are forbidden in libavformat and libavcodec, | |||
| please use av_log() instead. | |||
| Casts should be used only when necessary. Unneeded parentheses | |||
| should also be avoided if they don't make the code easier to understand. | |||
| @section Development Policy | |||
| @enumerate | |||
| @item | |||
| Contributions should be licensed under the LGPL 2.1, including an | |||
| "or any later version" clause, or the MIT license. GPL 2 including | |||
| an "or any later version" clause is also acceptable, but LGPL is | |||
| preferred. | |||
| @item | |||
| You must not commit code which breaks FFmpeg! (Meaning unfinished but | |||
| enabled code which breaks compilation or compiles but does not work or | |||
| breaks the regression tests) | |||
| You can commit unfinished stuff (for testing etc), but it must be disabled | |||
| (#ifdef etc) by default so it does not interfere with other developers' | |||
| work. | |||
| @item | |||
| You do not have to over-test things. If it works for you, and you think it | |||
| should work for others, then commit. If your code has problems | |||
| (portability, triggers compiler bugs, unusual environment etc) they will be | |||
| reported and eventually fixed. | |||
| @item | |||
| Do not commit unrelated changes together, split them into self-contained | |||
| pieces. Also do not forget that if part B depends on part A, but A does not | |||
| depend on B, then A can and should be committed first and separate from B. | |||
| Keeping changes well split into self-contained parts makes reviewing and | |||
| understanding them on the commit log mailing list easier. This also helps | |||
| in case of debugging later on. | |||
| Also if you have doubts about splitting or not splitting, do not hesitate to | |||
| ask/discuss it on the developer mailing list. | |||
| @item | |||
| Do not change behavior of the program (renaming options etc) without | |||
| first discussing it on the ffmpeg-devel mailing list. Do not remove | |||
| functionality from the code. Just improve! | |||
| Note: Redundant code can be removed. | |||
| @item | |||
| Do not commit changes to the build system (Makefiles, configure script) | |||
| which change behavior, defaults etc, without asking first. The same | |||
| applies to compiler warning fixes, trivial looking fixes and to code | |||
| maintained by other developers. We usually have a reason for doing things | |||
| the way we do. Send your changes as patches to the ffmpeg-devel mailing | |||
| list, and if the code maintainers say OK, you may commit. This does not | |||
| apply to files you wrote and/or maintain. | |||
| @item | |||
| We refuse source indentation and other cosmetic changes if they are mixed | |||
| with functional changes, such commits will be rejected and removed. Every | |||
| developer has his own indentation style, you should not change it. Of course | |||
| if you (re)write something, you can use your own style, even though we would | |||
| prefer if the indentation throughout FFmpeg was consistent (Many projects | |||
| force a given indentation style - we do not.). If you really need to make | |||
| indentation changes (try to avoid this), separate them strictly from real | |||
| changes. | |||
| NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, | |||
| then either do NOT change the indentation of the inner part within (do not | |||
| move it to the right)! or do so in a separate commit | |||
| @item | |||
| Always fill out the commit log message. Describe in a few lines what you | |||
| changed and why. You can refer to mailing list postings if you fix a | |||
| particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. | |||
| @item | |||
| If you apply a patch by someone else, include the name and email address in | |||
| the log message. Since the ffmpeg-cvslog mailing list is publicly | |||
| archived you should add some SPAM protection to the email address. Send an | |||
| answer to ffmpeg-devel (or wherever you got the patch from) saying that | |||
| you applied the patch. | |||
| @item | |||
| When applying patches that have been discussed (at length) on the mailing | |||
| list, reference the thread in the log message. | |||
| @item | |||
| Do NOT commit to code actively maintained by others without permission. | |||
| Send a patch to ffmpeg-devel instead. If no one answers within a reasonable | |||
| timeframe (12h for build failures and security fixes, 3 days small changes, | |||
| 1 week for big patches) then commit your patch if you think it is OK. | |||
| Also note, the maintainer can simply ask for more time to review! | |||
| @item | |||
| Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits | |||
| are sent there and reviewed by all the other developers. Bugs and possible | |||
| improvements or general questions regarding commits are discussed there. We | |||
| expect you to react if problems with your code are uncovered. | |||
| @item | |||
| Update the documentation if you change behavior or add features. If you are | |||
| unsure how best to do this, send a patch to ffmpeg-devel, the documentation | |||
| maintainer(s) will review and commit your stuff. | |||
| @item | |||
| Try to keep important discussions and requests (also) on the public | |||
| developer mailing list, so that all developers can benefit from them. | |||
| @item | |||
| Never write to unallocated memory, never write over the end of arrays, | |||
| always check values read from some untrusted source before using them | |||
| as array index or other risky things. | |||
| @item | |||
| Remember to check if you need to bump versions for the specific libav | |||
| parts (libavutil, libavcodec, libavformat) you are changing. You need | |||
| to change the version integer and the version string. | |||
| Incrementing the first component means no backward compatibility to | |||
| previous versions (e.g. removal of a function from the public API). | |||
| Incrementing the second component means backward compatible change | |||
| (e.g. addition of a function to the public API). | |||
| Incrementing the third component means a noteworthy binary compatible | |||
| change (e.g. encoder bug fix that matters for the decoder). | |||
| @item | |||
| If you add a new codec, remember to update the changelog, add it to | |||
| the supported codecs table in the documentation and bump the second | |||
| component of the @file{libavcodec} version number appropriately. If | |||
| it has a fourcc, add it to @file{libavformat/avienc.c}, even if it | |||
| is only a decoder. | |||
| @item | |||
| Do not change code to hide warnings without ensuring that the underlying | |||
| logic is correct and thus the warning was inappropriate. | |||
| @item | |||
| If you add a new file, give it a proper license header. Do not copy and | |||
| paste it from a random place, use an existing file as template. | |||
| @end enumerate | |||
| We think our rules are not too hard. If you have comments, contact us. | |||
| Note, these rules are mostly borrowed from the MPlayer project. | |||
| @section Submitting patches | |||
| First, (@pxref{Coding Rules}) above if you did not yet. | |||
| When you submit your patch, try to send a unified diff (diff '-up' | |||
| option). We cannot read other diffs :-) | |||
| Also please do not submit a patch which contains several unrelated changes. | |||
| Split it into separate, self-contained pieces. This does not mean splitting | |||
| file by file. Instead, make the patch as small as possible while still | |||
| keeping it as a logical unit that contains an individual change, even | |||
| if it spans multiple files. This makes reviewing your patches much easier | |||
| for us and greatly increases your chances of getting your patch applied. | |||
| Run the regression tests before submitting a patch so that you can | |||
| verify that there are no big problems. | |||
| Patches should be posted as base64 encoded attachments (or any other | |||
| encoding which ensures that the patch will not be trashed during | |||
| transmission) to the ffmpeg-devel mailing list, see | |||
| @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} | |||
| It also helps quite a bit if you tell us what the patch does (for example | |||
| 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant | |||
| and has no lrint()') | |||
| Also please if you send several patches, send each patch as a separate mail, | |||
| do not attach several unrelated patches to the same mail. | |||
| @section patch submission checklist | |||
| @enumerate | |||
| @item | |||
| Do the regression tests pass with the patch applied? | |||
| @item | |||
| Is the patch a unified diff? | |||
| @item | |||
| Is the patch against latest FFmpeg SVN? | |||
| @item | |||
| Are you subscribed to ffmpeg-dev? | |||
| (the list is subscribers only due to spam) | |||
| @item | |||
| Have you checked that the changes are minimal, so that the same cannot be | |||
| achieved with a smaller patch and/or simpler final code? | |||
| @item | |||
| If the change is to speed critical code, did you benchmark it? | |||
| @item | |||
| If you did any benchmarks, did you provide them in the mail? | |||
| @item | |||
| Have you checked that the patch does not introduce buffer overflows or | |||
| other security issues? | |||
| @item | |||
| Is the patch created from the root of the source tree, so it can be | |||
| applied with @code{patch -p0}? | |||
| @item | |||
| Does the patch not mix functional and cosmetic changes? | |||
| @item | |||
| Did you add tabs or trailing whitespace to the code? Both are forbidden. | |||
| @item | |||
| Is the patch attached to the email you send? | |||
| @item | |||
| Is the mime type of the patch correct? It should be text/x-diff or | |||
| text/x-patch or at least text/plain and not application/octet-stream. | |||
| @item | |||
| If the patch fixes a bug, did you provide a verbose analysis of the bug? | |||
| @item | |||
| If the patch fixes a bug, did you provide enough information, including | |||
| a sample, so the bug can be reproduced and the fix can be verified? | |||
| Note please do not attach samples >100k to mails but rather provide a | |||
| URL, you can upload to ftp://upload.mplayerhq.hu | |||
| @item | |||
| Did you provide a verbose summary about what the patch does change? | |||
| @item | |||
| Did you provide a verbose explanation why it changes things like it does? | |||
| @item | |||
| Did you provide a verbose summary of the user visible advantages and | |||
| disadvantages if the patch is applied? | |||
| @item | |||
| Did you provide an example so we can verify the new feature added by the | |||
| patch easily? | |||
| @item | |||
| If you added a new file, did you insert a license header? It should be | |||
| taken from FFmpeg, not randomly copied and pasted from somewhere else. | |||
| @item | |||
| You should maintain alphabetical order in alphabetically ordered lists as | |||
| long as doing so does not break API/ABI compatibility. | |||
| @item | |||
| Lines with similar content should be aligned vertically when doing so | |||
| improves readability. | |||
| @item | |||
| Did you provide a suggestion for a clear commit log message? | |||
| @end enumerate | |||
| @section Patch review process | |||
| All patches posted to ffmpeg-devel will be reviewed, unless they contain a | |||
| clear note that the patch is not for SVN. | |||
| Reviews and comments will be posted as replies to the patch on the | |||
| mailing list. The patch submitter then has to take care of every comment, | |||
| that can be by resubmitting a changed patch or by discussion. Resubmitted | |||
| patches will themselves be reviewed like any other patch. If at some point | |||
| a patch passes review with no comments then it is approved, that can for | |||
| simple and small patches happen immediately while large patches will generally | |||
| have to be changed and reviewed many times before they are approved. | |||
| After a patch is approved it will be committed to the repository. | |||
| We will review all submitted patches, but sometimes we are quite busy so | |||
| especially for large patches this can take several weeks. | |||
| When resubmitting patches, please do not make any significant changes | |||
| not related to the comments received during review. Such patches will | |||
| be rejected. Instead, submit significant changes or new features as | |||
| separate patches. | |||
| @section Regression tests | |||
| Before submitting a patch (or committing to the repository), you should at least | |||
| test that you did not break anything. | |||
| The regression tests build a synthetic video stream and a synthetic | |||
| audio stream. These are then encoded and decoded with all codecs or | |||
| formats. The CRC (or MD5) of each generated file is recorded in a | |||
| result file. A 'diff' is launched to compare the reference results and | |||
| the result file. | |||
| The regression tests then go on to test the FFserver code with a | |||
| limited set of streams. It is important that this step runs correctly | |||
| as well. | |||
| Run 'make test' to test all the codecs and formats. | |||
| Run 'make fulltest' to test all the codecs, formats and FFserver. | |||
| [Of course, some patches may change the results of the regression tests. In | |||
| this case, the reference results of the regression tests shall be modified | |||
| accordingly]. | |||
| @bye | |||
| @@ -0,0 +1,964 @@ | |||
| \input texinfo @c -*- texinfo -*- | |||
| @settitle General Documentation | |||
| @titlepage | |||
| @sp 7 | |||
| @center @titlefont{General Documentation} | |||
| @sp 3 | |||
| @end titlepage | |||
| @chapter external libraries | |||
| FFmpeg can be hooked up with a number of external libraries to add support | |||
| for more formats. None of them are used by default, their use has to be | |||
| explicitly requested by passing the appropriate flags to @file{./configure}. | |||
| @section AMR | |||
| AMR comes in two different flavors, WB and NB. FFmpeg can make use of the | |||
| AMR WB (floating-point mode) and the AMR NB (floating-point mode) reference | |||
| decoders and encoders. | |||
| Go to @url{http://www.penguin.cz/~utx/amr} and follow the instructions for | |||
| installing the libraries. Then pass @code{--enable-libamr-nb} and/or | |||
| @code{--enable-libamr-wb} to configure to enable the libraries. | |||
| @chapter Supported File Formats and Codecs | |||
| You can use the @code{-formats} option to have an exhaustive list. | |||
| @section File Formats | |||
| FFmpeg supports the following file formats through the @code{libavformat} | |||
| library: | |||
| @multitable @columnfractions .4 .1 .1 .4 | |||
| @item Supported File Format @tab Encoding @tab Decoding @tab Comments | |||
| @item MPEG audio @tab X @tab X | |||
| @item MPEG-1 systems @tab X @tab X | |||
| @tab muxed audio and video | |||
| @item MPEG-2 PS @tab X @tab X | |||
| @tab also known as @code{VOB} file | |||
| @item MPEG-2 TS @tab @tab X | |||
| @tab also known as DVB Transport Stream | |||
| @item ASF@tab X @tab X | |||
| @item AVI@tab X @tab X | |||
| @item WAV@tab X @tab X | |||
| @item Macromedia Flash@tab X @tab X | |||
| @tab Only embedded audio is decoded. | |||
| @item FLV @tab X @tab X | |||
| @tab Macromedia Flash video files | |||
| @item Real Audio and Video @tab X @tab X | |||
| @item Raw AC3 @tab X @tab X | |||
| @item Raw MJPEG @tab X @tab X | |||
| @item Raw MPEG video @tab X @tab X | |||
| @item Raw PCM8/16 bits, mulaw/Alaw@tab X @tab X | |||
| @item Raw CRI ADX audio @tab X @tab X | |||
| @item Raw Shorten audio @tab @tab X | |||
| @item SUN AU format @tab X @tab X | |||
| @item NUT @tab X @tab X @tab NUT Open Container Format | |||
| @item QuickTime @tab X @tab X | |||
| @item MPEG-4 @tab X @tab X | |||
| @tab MPEG-4 is a variant of QuickTime. | |||
| @item Raw MPEG4 video @tab X @tab X | |||
| @item DV @tab X @tab X | |||
| @item 4xm @tab @tab X | |||
| @tab 4X Technologies format, used in some games. | |||
| @item Playstation STR @tab @tab X | |||
| @item Id RoQ @tab X @tab X | |||
| @tab Used in Quake III, Jedi Knight 2, other computer games. | |||
| @item Interplay MVE @tab @tab X | |||
| @tab Format used in various Interplay computer games. | |||
| @item WC3 Movie @tab @tab X | |||
| @tab Multimedia format used in Origin's Wing Commander III computer game. | |||
| @item Sega FILM/CPK @tab @tab X | |||
| @tab Used in many Sega Saturn console games. | |||
| @item Westwood Studios VQA/AUD @tab @tab X | |||
| @tab Multimedia formats used in Westwood Studios games. | |||
| @item Id Cinematic (.cin) @tab @tab X | |||
| @tab Used in Quake II. | |||
| @item FLIC format @tab @tab X | |||
| @tab .fli/.flc files | |||
| @item Sierra VMD @tab @tab X | |||
| @tab Used in Sierra CD-ROM games. | |||
| @item Sierra Online @tab @tab X | |||
| @tab .sol files used in Sierra Online games. | |||
| @item Matroska @tab @tab X | |||
| @item Electronic Arts Multimedia @tab @tab X | |||
| @tab Used in various EA games; files have extensions like WVE and UV2. | |||
| @item Nullsoft Video (NSV) format @tab @tab X | |||
| @item ADTS AAC audio @tab X @tab X | |||
| @item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro. | |||
| @item American Laser Games MM @tab @tab X | |||
| @tab Multimedia format used in games like Mad Dog McCree | |||
| @item AVS @tab @tab X | |||
| @tab Multimedia format used by the Creature Shock game. | |||
| @item Smacker @tab @tab X | |||
| @tab Multimedia format used by many games. | |||
| @item GXF @tab X @tab X | |||
| @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers. | |||
| @item CIN @tab @tab X | |||
| @tab Multimedia format used by Delphine Software games. | |||
| @item MXF @tab @tab X | |||
| @tab Material eXchange Format SMPTE 377M, used by D-Cinema, broadcast industry. | |||
| @item SEQ @tab @tab X | |||
| @tab Tiertex .seq files used in the DOS CDROM version of the game Flashback. | |||
| @item DXA @tab @tab X | |||
| @tab This format is used in non-Windows version of Feeble Files game and | |||
| different game cutscenes repacked for use with ScummVM. | |||
| @item THP @tab @tab X | |||
| @tab Used on the Nintendo GameCube. | |||
| @item C93 @tab @tab X | |||
| @tab Used in the game Cyberia from Interplay. | |||
| @item Bethsoft VID @tab @tab X | |||
| @tab Used in some games from Bethesda Softworks. | |||
| @item CRYO APC @tab @tab X | |||
| @tab Audio format used in some games by CRYO Interactive Entertainment. | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @section Image Formats | |||
| FFmpeg can read and write images for each frame of a video sequence. The | |||
| following image formats are supported: | |||
| @multitable @columnfractions .4 .1 .1 .4 | |||
| @item Supported Image Format @tab Encoding @tab Decoding @tab Comments | |||
| @item PGM, PPM @tab X @tab X | |||
| @item PAM @tab X @tab X @tab PAM is a PNM extension with alpha support. | |||
| @item PGMYUV @tab X @tab X @tab PGM with U and V components in YUV 4:2:0 | |||
| @item JPEG @tab X @tab X @tab Progressive JPEG is not supported. | |||
| @item .Y.U.V @tab X @tab X @tab one raw file per component | |||
| @item animated GIF @tab X @tab X @tab Only uncompressed GIFs are generated. | |||
| @item PNG @tab X @tab X @tab 2 bit and 4 bit/pixel not supported yet. | |||
| @item Targa @tab @tab X @tab Targa (.TGA) image format. | |||
| @item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet. | |||
| @item SGI @tab X @tab X @tab SGI RGB image format | |||
| @item PTX @tab @tab X @tab V.Flash PTX format | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @section Video Codecs | |||
| @multitable @columnfractions .4 .1 .1 .4 | |||
| @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |||
| @item MPEG-1 video @tab X @tab X | |||
| @item MPEG-2 video @tab X @tab X | |||
| @item MPEG-4 @tab X @tab X | |||
| @item MSMPEG4 V1 @tab X @tab X | |||
| @item MSMPEG4 V2 @tab X @tab X | |||
| @item MSMPEG4 V3 @tab X @tab X | |||
| @item WMV7 @tab X @tab X | |||
| @item WMV8 @tab X @tab X @tab not completely working | |||
| @item WMV9 @tab @tab X @tab not completely working | |||
| @item VC1 @tab @tab X | |||
| @item H.261 @tab X @tab X | |||
| @item H.263(+) @tab X @tab X @tab also known as RealVideo 1.0 | |||
| @item H.264 @tab @tab X | |||
| @item RealVideo 1.0 @tab X @tab X | |||
| @item RealVideo 2.0 @tab X @tab X | |||
| @item MJPEG @tab X @tab X | |||
| @item lossless MJPEG @tab X @tab X | |||
| @item JPEG-LS @tab X @tab X @tab fourcc: MJLS, lossless and near-lossless is supported | |||
| @item Apple MJPEG-B @tab @tab X | |||
| @item Sunplus MJPEG @tab @tab X @tab fourcc: SP5X | |||
| @item DV @tab X @tab X | |||
| @item HuffYUV @tab X @tab X | |||
| @item FFmpeg Video 1 @tab X @tab X @tab experimental lossless codec (fourcc: FFV1) | |||
| @item FFmpeg Snow @tab X @tab X @tab experimental wavelet codec (fourcc: SNOW) | |||
| @item Asus v1 @tab X @tab X @tab fourcc: ASV1 | |||
| @item Asus v2 @tab X @tab X @tab fourcc: ASV2 | |||
| @item Creative YUV @tab @tab X @tab fourcc: CYUV | |||
| @item Sorenson Video 1 @tab X @tab X @tab fourcc: SVQ1 | |||
| @item Sorenson Video 3 @tab @tab X @tab fourcc: SVQ3 | |||
| @item On2 VP3 @tab @tab X @tab still experimental | |||
| @item On2 VP5 @tab @tab X @tab fourcc: VP50 | |||
| @item On2 VP6 @tab @tab X @tab fourcc: VP60,VP61,VP62 | |||
| @item Theora @tab X @tab X @tab still experimental | |||
| @item Intel Indeo 3 @tab @tab X | |||
| @item FLV @tab X @tab X @tab Sorenson H.263 used in Flash | |||
| @item Flash Screen Video @tab X @tab X @tab fourcc: FSV1 | |||
| @item ATI VCR1 @tab @tab X @tab fourcc: VCR1 | |||
| @item ATI VCR2 @tab @tab X @tab fourcc: VCR2 | |||
| @item Cirrus Logic AccuPak @tab @tab X @tab fourcc: CLJR | |||
| @item 4X Video @tab @tab X @tab Used in certain computer games. | |||
| @item Sony Playstation MDEC @tab @tab X | |||
| @item Id RoQ @tab X @tab X @tab Used in Quake III, Jedi Knight 2, other computer games. | |||
| @item Xan/WC3 @tab @tab X @tab Used in Wing Commander III .MVE files. | |||
| @item Interplay Video @tab @tab X @tab Used in Interplay .MVE files. | |||
| @item Apple Animation @tab X @tab X @tab fourcc: 'rle ' | |||
| @item Apple Graphics @tab @tab X @tab fourcc: 'smc ' | |||
| @item Apple Video @tab @tab X @tab fourcc: rpza | |||
| @item Apple QuickDraw @tab @tab X @tab fourcc: qdrw | |||
| @item Cinepak @tab @tab X | |||
| @item Microsoft RLE @tab @tab X | |||
| @item Microsoft Video-1 @tab @tab X | |||
| @item Westwood VQA @tab @tab X | |||
| @item Id Cinematic Video @tab @tab X @tab Used in Quake II. | |||
| @item Planar RGB @tab @tab X @tab fourcc: 8BPS | |||
| @item FLIC video @tab @tab X | |||
| @item Duck TrueMotion v1 @tab @tab X @tab fourcc: DUCK | |||
| @item Duck TrueMotion v2 @tab @tab X @tab fourcc: TM20 | |||
| @item VMD Video @tab @tab X @tab Used in Sierra VMD files. | |||
| @item MSZH @tab @tab X @tab Part of LCL | |||
| @item ZLIB @tab X @tab X @tab Part of LCL, encoder experimental | |||
| @item TechSmith Camtasia @tab @tab X @tab fourcc: TSCC | |||
| @item IBM Ultimotion @tab @tab X @tab fourcc: ULTI | |||
| @item Miro VideoXL @tab @tab X @tab fourcc: VIXL | |||
| @item QPEG @tab @tab X @tab fourccs: QPEG, Q1.0, Q1.1 | |||
| @item LOCO @tab @tab X @tab | |||
| @item Winnov WNV1 @tab @tab X @tab | |||
| @item Autodesk Animator Studio Codec @tab @tab X @tab fourcc: AASC | |||
| @item Fraps FPS1 @tab @tab X @tab | |||
| @item CamStudio @tab @tab X @tab fourcc: CSCD | |||
| @item American Laser Games Video @tab @tab X @tab Used in games like Mad Dog McCree | |||
| @item ZMBV @tab X @tab X @tab Encoder works only on PAL8 | |||
| @item AVS Video @tab @tab X @tab Video encoding used by the Creature Shock game. | |||
| @item Smacker Video @tab @tab X @tab Video encoding used in Smacker. | |||
| @item RTjpeg @tab @tab X @tab Video encoding used in NuppelVideo files. | |||
| @item KMVC @tab @tab X @tab Codec used in Worms games. | |||
| @item VMware Video @tab @tab X @tab Codec used in videos captured by VMware. | |||
| @item Cin Video @tab @tab X @tab Codec used in Delphine Software games. | |||
| @item Tiertex Seq Video @tab @tab X @tab Codec used in DOS CDROM FlashBack game. | |||
| @item DXA Video @tab @tab X @tab Codec originally used in Feeble Files game. | |||
| @item AVID DNxHD @tab @tab X @tab aka SMPTE VC3 | |||
| @item C93 Video @tab @tab X @tab Codec used in Cyberia game. | |||
| @item THP @tab @tab X @tab Used on the Nintendo GameCube. | |||
| @item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks. | |||
| @item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine. | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @section Audio Codecs | |||
| @multitable @columnfractions .4 .1 .1 .1 .7 | |||
| @item Supported Codec @tab Encoding @tab Decoding @tab Comments | |||
| @item MPEG audio layer 2 @tab IX @tab IX | |||
| @item MPEG audio layer 1/3 @tab IX @tab IX | |||
| @tab MP3 encoding is supported through the external library LAME. | |||
| @item AC3 @tab IX @tab IX | |||
| @tab liba52 is used internally for decoding. | |||
| @item Vorbis @tab X @tab X | |||
| @item WMA V1/V2 @tab X @tab X | |||
| @item AAC @tab X @tab X | |||
| @tab Supported through the external library libfaac/libfaad. | |||
| @item Microsoft ADPCM @tab X @tab X | |||
| @item MS IMA ADPCM @tab X @tab X | |||
| @item QT IMA ADPCM @tab @tab X | |||
| @item 4X IMA ADPCM @tab @tab X | |||
| @item G.726 ADPCM @tab X @tab X | |||
| @item Duck DK3 IMA ADPCM @tab @tab X | |||
| @tab Used in some Sega Saturn console games. | |||
| @item Duck DK4 IMA ADPCM @tab @tab X | |||
| @tab Used in some Sega Saturn console games. | |||
| @item Westwood Studios IMA ADPCM @tab @tab X | |||
| @tab Used in Westwood Studios games like Command and Conquer. | |||
| @item SMJPEG IMA ADPCM @tab @tab X | |||
| @tab Used in certain Loki game ports. | |||
| @item CD-ROM XA ADPCM @tab @tab X | |||
| @item CRI ADX ADPCM @tab X @tab X | |||
| @tab Used in Sega Dreamcast games. | |||
| @item Electronic Arts ADPCM @tab @tab X | |||
| @tab Used in various EA titles. | |||
| @item Creative ADPCM @tab @tab X | |||
| @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2 | |||
| @item THP ADPCM @tab @tab X | |||
| @tab Used on the Nintendo GameCube. | |||
| @item RA144 @tab @tab X | |||
| @tab Real 14400 bit/s codec | |||
| @item RA288 @tab @tab X | |||
| @tab Real 28800 bit/s codec | |||
| @item RADnet @tab X @tab IX | |||
| @tab Real low bitrate AC3 codec, liba52 is used for decoding. | |||
| @item AMR-NB @tab X @tab X | |||
| @tab Supported through an external library. | |||
| @item AMR-WB @tab X @tab X | |||
| @tab Supported through an external library. | |||
| @item DV audio @tab @tab X | |||
| @item Id RoQ DPCM @tab X @tab X | |||
| @tab Used in Quake III, Jedi Knight 2, other computer games. | |||
| @item Interplay MVE DPCM @tab @tab X | |||
| @tab Used in various Interplay computer games. | |||
| @item Xan DPCM @tab @tab X | |||
| @tab Used in Origin's Wing Commander IV AVI files. | |||
| @item Sierra Online DPCM @tab @tab X | |||
| @tab Used in Sierra Online game audio files. | |||
| @item Apple MACE 3 @tab @tab X | |||
| @item Apple MACE 6 @tab @tab X | |||
| @item FLAC lossless audio @tab X @tab X | |||
| @item Shorten lossless audio @tab @tab X | |||
| @item Apple lossless audio @tab @tab X | |||
| @tab QuickTime fourcc 'alac' | |||
| @item FFmpeg Sonic @tab X @tab X | |||
| @tab experimental lossy/lossless codec | |||
| @item Qdesign QDM2 @tab @tab X | |||
| @tab there are still some distortions | |||
| @item Real COOK @tab @tab X | |||
| @tab All versions except 5.1 are supported | |||
| @item DSP Group TrueSpeech @tab @tab X | |||
| @item True Audio (TTA) @tab @tab X | |||
| @item Smacker Audio @tab @tab X | |||
| @item WavPack Audio @tab @tab X | |||
| @item Cin Audio @tab @tab X | |||
| @tab Codec used in Delphine Software games. | |||
| @item Intel Music Coder @tab @tab X | |||
| @item Musepack @tab @tab X | |||
| @tab Only SV7 is supported | |||
| @item DT$ Coherent Audio @tab @tab X | |||
| @item ATRAC 3 @tab @tab X | |||
| @end multitable | |||
| @code{X} means that encoding (resp. decoding) is supported. | |||
| @code{I} means that an integer-only version is available, too (ensures high | |||
| performance on systems without hardware floating point support). | |||
| @chapter Platform Specific information | |||
| @section BSD | |||
| BSD make will not build FFmpeg, you need to install and use GNU Make | |||
| (@file{gmake}). | |||
| @section Windows | |||
| To get help and instructions for using FFmpeg under Windows, check out | |||
| the FFmpeg Windows Help Forum at | |||
| @url{http://arrozcru.no-ip.org/ffmpeg/}. | |||
| @subsection Native Windows compilation | |||
| @itemize | |||
| @item Install the current versions of MSYS and MinGW from | |||
| @url{http://www.mingw.org/}. You can find detailed installation | |||
| instructions in the download section and the FAQ. | |||
| NOTE: Use at least bash 3.1. Older versions are known to be failing on the | |||
| configure script. | |||
| @item If you want to test the FFplay, also download | |||
| the MinGW development library of SDL 1.2.x | |||
| (@file{SDL-devel-1.2.x-mingw32.tar.gz}) from | |||
| @url{http://www.libsdl.org}. Unpack it in a temporary directory, and | |||
| unpack the archive @file{i386-mingw32msvc.tar.gz} in the MinGW tool | |||
| directory. Edit the @file{sdl-config} script so that it gives the | |||
| correct SDL directory when invoked. | |||
| @item If you want to use vhooks, you must have a POSIX compliant libdl in your | |||
| MinGW system. Get dlfcn-win32 from @url{http://code.google.com/p/dlfcn-win32}. | |||
| @item Extract the current version of FFmpeg. | |||
| @item Start the MSYS shell (file @file{msys.bat}). | |||
| @item Change to the FFmpeg directory and follow | |||
| the instructions of how to compile FFmpeg (file | |||
| @file{INSTALL}). Usually, launching @file{./configure} and @file{make} | |||
| suffices. If you have problems using SDL, verify that | |||
| @file{sdl-config} can be launched from the MSYS command line. | |||
| @item You can install FFmpeg in @file{Program Files/FFmpeg} by typing | |||
| @file{make install}. Do not forget to copy @file{SDL.dll} to the place | |||
| you launch @file{ffplay} from. | |||
| @end itemize | |||
| Notes: | |||
| @itemize | |||
| @item The target @file{make wininstaller} can be used to create a | |||
| Nullsoft based Windows installer for FFmpeg and FFplay. @file{SDL.dll} | |||
| must be copied to the FFmpeg directory in order to build the | |||
| installer. | |||
| @item By using @code{./configure --enable-shared} when configuring FFmpeg, | |||
| you can build @file{avcodec.dll} and @file{avformat.dll}. With | |||
| @code{make install} you install the FFmpeg DLLs and the associated | |||
| headers in @file{Program Files/FFmpeg}. | |||
| @item Visual C++ compatibility: If you used @code{./configure --enable-shared} | |||
| when configuring FFmpeg, FFmpeg tries to use the Microsoft Visual | |||
| C++ @code{lib} tool to build @code{avcodec.lib} and | |||
| @code{avformat.lib}. With these libraries you can link your Visual C++ | |||
| code directly with the FFmpeg DLLs (see below). | |||
| @end itemize | |||
| @subsection Visual C++ compatibility | |||
| FFmpeg will not compile under Visual C++ -- and it has too many | |||
| dependencies on the GCC compiler to make a port viable. However, | |||
| if you want to use the FFmpeg libraries in your own applications, | |||
| you can still compile those applications using Visual C++. An | |||
| important restriction to this is that you have to use the | |||
| dynamically linked versions of the FFmpeg libraries (i.e. the | |||
| DLLs), and you have to make sure that Visual-C++-compatible | |||
| import libraries are created during the FFmpeg build process. | |||
| This description of how to use the FFmpeg libraries with Visual C++ is | |||
| based on Visual C++ 2005 Express Edition Beta 2. If you have a different | |||
| version, you might have to modify the procedures slightly. | |||
| Here are the step-by-step instructions for building the FFmpeg libraries | |||
| so they can be used with Visual C++: | |||
| @enumerate | |||
| @item Install Visual C++ (if you have not done so already). | |||
| @item Install MinGW and MSYS as described above. | |||
| @item Add a call to @file{vcvars32.bat} (which sets up the environment | |||
| variables for the Visual C++ tools) as the first line of | |||
| @file{msys.bat}. The standard location for @file{vcvars32.bat} is | |||
| @file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}, | |||
| and the standard location for @file{msys.bat} is | |||
| @file{C:\msys\1.0\msys.bat}. If this corresponds to your setup, add the | |||
| following line as the first line of @file{msys.bat}: | |||
| @code{call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"} | |||
| @item Start the MSYS shell (file @file{msys.bat}) and type @code{link.exe}. | |||
| If you get a help message with the command line options of @code{link.exe}, | |||
| this means your environment variables are set up correctly, the | |||
| Microsoft linker is on the path and will be used by FFmpeg to | |||
| create Visual-C++-compatible import libraries. | |||
| @item Extract the current version of FFmpeg and change to the FFmpeg directory. | |||
| @item Type the command | |||
| @code{./configure --enable-shared --disable-static --enable-memalign-hack} | |||
| to configure and, if that did not produce any errors, | |||
| type @code{make} to build FFmpeg. | |||
| @item The subdirectories @file{libavformat}, @file{libavcodec}, and | |||
| @file{libavutil} should now contain the files @file{avformat.dll}, | |||
| @file{avformat.lib}, @file{avcodec.dll}, @file{avcodec.lib}, | |||
| @file{avutil.dll}, and @file{avutil.lib}, respectively. Copy the three | |||
| DLLs to your System32 directory (typically @file{C:\Windows\System32}). | |||
| @end enumerate | |||
| And here is how to use these libraries with Visual C++: | |||
| @enumerate | |||
| @item Create a new console application ("File / New / Project") and then | |||
| select "Win32 Console Application". On the appropriate page of the | |||
| Application Wizard, uncheck the "Precompiled headers" option. | |||
| @item Write the source code for your application, or, for testing, just | |||
| copy the code from an existing sample application into the source file | |||
| that Visual C++ has already created for you. (Note that your source | |||
| filehas to have a @code{.cpp} extension; otherwise, Visual C++ will not | |||
| compile the FFmpeg headers correctly because in C mode, it does not | |||
| recognize the @code{inline} keyword.) For example, you can copy | |||
| @file{output_example.c} from the FFmpeg distribution (but you will | |||
| have to make minor modifications so the code will compile under | |||
| C++, see below). | |||
| @item Open the "Project / Properties" dialog box. In the "Configuration" | |||
| combo box, select "All Configurations" so that the changes you make will | |||
| affect both debug and release builds. In the tree view on the left hand | |||
| side, select "C/C++ / General", then edit the "Additional Include | |||
| Directories" setting to contain the complete paths to the | |||
| @file{libavformat}, @file{libavcodec}, and @file{libavutil} | |||
| subdirectories of your FFmpeg directory. Note that the directories have | |||
| to be separated using semicolons. Now select "Linker / General" from the | |||
| tree view and edit the "Additional Library Directories" setting to | |||
| contain the same three directories. | |||
| @item Still in the "Project / Properties" dialog box, select "Linker / Input" | |||
| from the tree view, then add the files @file{avformat.lib}, | |||
| @file{avcodec.lib}, and @file{avutil.lib} to the end of the "Additional | |||
| Dependencies". Note that the names of the libraries have to be separated | |||
| using spaces. | |||
| @item Now, select "C/C++ / Code Generation" from the tree view. Select | |||
| "Debug" in the "Configuration" combo box. Make sure that "Runtime | |||
| Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in | |||
| the "Configuration" combo box and make sure that "Runtime Library" is | |||
| set to "Multi-threaded DLL". | |||
| @item Click "OK" to close the "Project / Properties" dialog box and build | |||
| the application. Hopefully, it should compile and run cleanly. If you | |||
| used @file{output_example.c} as your sample application, you will get a | |||
| few compiler errors, but they are easy to fix. The first type of error | |||
| occurs because Visual C++ does not allow an @code{int} to be converted to | |||
| an @code{enum} without a cast. To solve the problem, insert the required | |||
| casts (this error occurs once for a @code{CodecID} and once for a | |||
| @code{CodecType}). The second type of error occurs because C++ requires | |||
| the return value of @code{malloc} to be cast to the exact type of the | |||
| pointer it is being assigned to. Visual C++ will complain that, for | |||
| example, @code{(void *)} is being assigned to @code{(uint8_t *)} without | |||
| an explicit cast. So insert an explicit cast in these places to silence | |||
| the compiler. The third type of error occurs because the @code{snprintf} | |||
| library function is called @code{_snprintf} under Visual C++. So just | |||
| add an underscore to fix the problem. With these changes, | |||
| @file{output_example.c} should compile under Visual C++, and the | |||
| resulting executable should produce valid video files. | |||
| @end enumerate | |||
| @subsection Cross compilation for Windows with Linux | |||
| You must use the MinGW cross compilation tools available at | |||
| @url{http://www.mingw.org/}. | |||
| Then configure FFmpeg with the following options: | |||
| @example | |||
| ./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc- | |||
| @end example | |||
| (you can change the cross-prefix according to the prefix chosen for the | |||
| MinGW tools). | |||
| Then you can easily test FFmpeg with Wine | |||
| (@url{http://www.winehq.com/}). | |||
| @subsection Compilation under Cygwin | |||
| Cygwin works very much like Unix. | |||
| Just install your Cygwin with all the "Base" packages, plus the | |||
| following "Devel" ones: | |||
| @example | |||
| binutils, gcc-core, make, subversion | |||
| @end example | |||
| Do not install binutils-20060709-1 (they are buggy on shared builds); | |||
| use binutils-20050610-1 instead. | |||
| Then run | |||
| @example | |||
| ./configure --enable-static --disable-shared | |||
| @end example | |||
| to make a static build or | |||
| @example | |||
| ./configure --enable-shared --disable-static | |||
| @end example | |||
| to build shared libraries. | |||
| If you want to build FFmpeg with additional libraries, download Cygwin | |||
| "Devel" packages for Ogg and Vorbis from any Cygwin packages repository | |||
| and/or SDL, xvid, faac, faad2 packages from Cygwin Ports, | |||
| (@url{http://cygwinports.dotsrc.org/}). | |||
| @subsection Crosscompilation for Windows under Cygwin | |||
| With Cygwin you can create Windows binaries that do not need the cygwin1.dll. | |||
| Just install your Cygwin as explained before, plus these additional | |||
| "Devel" packages: | |||
| @example | |||
| gcc-mingw-core, mingw-runtime, mingw-zlib | |||
| @end example | |||
| and add some special flags to your configure invocation. | |||
| For a static build run | |||
| @example | |||
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |||
| @end example | |||
| and for a build with shared libraries | |||
| @example | |||
| ./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin | |||
| @end example | |||
| @section BeOS | |||
| The configure script should guess the configuration itself. | |||
| Networking support is currently not finished. | |||
| errno issues fixed by Andrew Bachmann. | |||
| Old stuff: | |||
| François Revol - revol at free dot fr - April 2002 | |||
| The configure script should guess the configuration itself, | |||
| however I still did not test building on the net_server version of BeOS. | |||
| FFserver is broken (needs poll() implementation). | |||
| There are still issues with errno codes, which are negative in BeOS, and | |||
| that FFmpeg negates when returning. This ends up turning errors into | |||
| valid results, then crashes. | |||
| (To be fixed) | |||
| @chapter Developers Guide | |||
| @section API | |||
| @itemize @bullet | |||
| @item libavcodec is the library containing the codecs (both encoding and | |||
| decoding). Look at @file{libavcodec/apiexample.c} to see how to use it. | |||
| @item libavformat is the library containing the file format handling (mux and | |||
| demux code for several formats). Look at @file{ffplay.c} to use it in a | |||
| player. See @file{output_example.c} to use it to generate audio or video | |||
| streams. | |||
| @end itemize | |||
| @section Integrating libavcodec or libavformat in your program | |||
| You can integrate all the source code of the libraries to link them | |||
| statically to avoid any version problem. All you need is to provide a | |||
| 'config.mak' and a 'config.h' in the parent directory. See the defines | |||
| generated by ./configure to understand what is needed. | |||
| You can use libavcodec or libavformat in your commercial program, but | |||
| @emph{any patch you make must be published}. The best way to proceed is | |||
| to send your patches to the FFmpeg mailing list. | |||
| @node Coding Rules | |||
| @section Coding Rules | |||
| FFmpeg is programmed in the ISO C90 language with a few additional | |||
| features from ISO C99, namely: | |||
| @itemize @bullet | |||
| @item | |||
| the @samp{inline} keyword; | |||
| @item | |||
| @samp{//} comments; | |||
| @item | |||
| designated struct initializers (@samp{struct s x = @{ .i = 17 @};}) | |||
| @item | |||
| compound literals (@samp{x = (struct s) @{ 17, 23 @};}) | |||
| @end itemize | |||
| These features are supported by all compilers we care about, so we will not | |||
| accept patches to remove their use unless they absolutely do not impair | |||
| clarity and performance. | |||
| All code must compile with GCC 2.95 and GCC 3.3. Currently, FFmpeg also | |||
| compiles with several other compilers, such as the Compaq ccc compiler | |||
| or Sun Studio 9, and we would like to keep it that way unless it would | |||
| be exceedingly involved. To ensure compatibility, please do not use any | |||
| additional C99 features or GCC extensions. Especially watch out for: | |||
| @itemize @bullet | |||
| @item | |||
| mixing statements and declarations; | |||
| @item | |||
| @samp{long long} (use @samp{int64_t} instead); | |||
| @item | |||
| @samp{__attribute__} not protected by @samp{#ifdef __GNUC__} or similar; | |||
| @item | |||
| GCC statement expressions (@samp{(x = (@{ int y = 4; y; @})}). | |||
| @end itemize | |||
| Indent size is 4. | |||
| The presentation is the one specified by 'indent -i4 -kr -nut'. | |||
| The TAB character is forbidden outside of Makefiles as is any | |||
| form of trailing whitespace. Commits containing either will be | |||
| rejected by the Subversion repository. | |||
| The main priority in FFmpeg is simplicity and small code size in order to | |||
| minimize the bug count. | |||
| Comments: Use the JavaDoc/Doxygen | |||
| format (see examples below) so that code documentation | |||
| can be generated automatically. All nontrivial functions should have a comment | |||
| above them explaining what the function does, even if it is just one sentence. | |||
| All structures and their member variables should be documented, too. | |||
| @example | |||
| /** | |||
| * @@file mpeg.c | |||
| * MPEG codec. | |||
| * @@author ... | |||
| */ | |||
| /** | |||
| * Summary sentence. | |||
| * more text ... | |||
| * ... | |||
| */ | |||
| typedef struct Foobar@{ | |||
| int var1; /**< var1 description */ | |||
| int var2; ///< var2 description | |||
| /** var3 description */ | |||
| int var3; | |||
| @} Foobar; | |||
| /** | |||
| * Summary sentence. | |||
| * more text ... | |||
| * ... | |||
| * @@param my_parameter description of my_parameter | |||
| * @@return return value description | |||
| */ | |||
| int myfunc(int my_parameter) | |||
| ... | |||
| @end example | |||
| fprintf and printf are forbidden in libavformat and libavcodec, | |||
| please use av_log() instead. | |||
| Casts should be used only when necessary. Unneeded parentheses | |||
| should also be avoided if they don't make the code easier to understand. | |||
| @section Development Policy | |||
| @enumerate | |||
| @item | |||
| Contributions should be licensed under the LGPL 2.1, including an | |||
| "or any later version" clause, or the MIT license. GPL 2 including | |||
| an "or any later version" clause is also acceptable, but LGPL is | |||
| preferred. | |||
| @item | |||
| You must not commit code which breaks FFmpeg! (Meaning unfinished but | |||
| enabled code which breaks compilation or compiles but does not work or | |||
| breaks the regression tests) | |||
| You can commit unfinished stuff (for testing etc), but it must be disabled | |||
| (#ifdef etc) by default so it does not interfere with other developers' | |||
| work. | |||
| @item | |||
| You do not have to over-test things. If it works for you, and you think it | |||
| should work for others, then commit. If your code has problems | |||
| (portability, triggers compiler bugs, unusual environment etc) they will be | |||
| reported and eventually fixed. | |||
| @item | |||
| Do not commit unrelated changes together, split them into self-contained | |||
| pieces. Also do not forget that if part B depends on part A, but A does not | |||
| depend on B, then A can and should be committed first and separate from B. | |||
| Keeping changes well split into self-contained parts makes reviewing and | |||
| understanding them on the commit log mailing list easier. This also helps | |||
| in case of debugging later on. | |||
| Also if you have doubts about splitting or not splitting, do not hesitate to | |||
| ask/discuss it on the developer mailing list. | |||
| @item | |||
| Do not change behavior of the program (renaming options etc) without | |||
| first discussing it on the ffmpeg-devel mailing list. Do not remove | |||
| functionality from the code. Just improve! | |||
| Note: Redundant code can be removed. | |||
| @item | |||
| Do not commit changes to the build system (Makefiles, configure script) | |||
| which change behavior, defaults etc, without asking first. The same | |||
| applies to compiler warning fixes, trivial looking fixes and to code | |||
| maintained by other developers. We usually have a reason for doing things | |||
| the way we do. Send your changes as patches to the ffmpeg-devel mailing | |||
| list, and if the code maintainers say OK, you may commit. This does not | |||
| apply to files you wrote and/or maintain. | |||
| @item | |||
| We refuse source indentation and other cosmetic changes if they are mixed | |||
| with functional changes, such commits will be rejected and removed. Every | |||
| developer has his own indentation style, you should not change it. Of course | |||
| if you (re)write something, you can use your own style, even though we would | |||
| prefer if the indentation throughout FFmpeg was consistent (Many projects | |||
| force a given indentation style - we do not.). If you really need to make | |||
| indentation changes (try to avoid this), separate them strictly from real | |||
| changes. | |||
| NOTE: If you had to put if()@{ .. @} over a large (> 5 lines) chunk of code, | |||
| then either do NOT change the indentation of the inner part within (do not | |||
| move it to the right)! or do so in a separate commit | |||
| @item | |||
| Always fill out the commit log message. Describe in a few lines what you | |||
| changed and why. You can refer to mailing list postings if you fix a | |||
| particular bug. Comments such as "fixed!" or "Changed it." are unacceptable. | |||
| @item | |||
| If you apply a patch by someone else, include the name and email address in | |||
| the log message. Since the ffmpeg-cvslog mailing list is publicly | |||
| archived you should add some SPAM protection to the email address. Send an | |||
| answer to ffmpeg-devel (or wherever you got the patch from) saying that | |||
| you applied the patch. | |||
| @item | |||
| When applying patches that have been discussed (at length) on the mailing | |||
| list, reference the thread in the log message. | |||
| @item | |||
| Do NOT commit to code actively maintained by others without permission. | |||
| Send a patch to ffmpeg-devel instead. If no one answers within a reasonable | |||
| timeframe (12h for build failures and security fixes, 3 days small changes, | |||
| 1 week for big patches) then commit your patch if you think it is OK. | |||
| Also note, the maintainer can simply ask for more time to review! | |||
| @item | |||
| Subscribe to the ffmpeg-cvslog mailing list. The diffs of all commits | |||
| are sent there and reviewed by all the other developers. Bugs and possible | |||
| improvements or general questions regarding commits are discussed there. We | |||
| expect you to react if problems with your code are uncovered. | |||
| @item | |||
| Update the documentation if you change behavior or add features. If you are | |||
| unsure how best to do this, send a patch to ffmpeg-devel, the documentation | |||
| maintainer(s) will review and commit your stuff. | |||
| @item | |||
| Try to keep important discussions and requests (also) on the public | |||
| developer mailing list, so that all developers can benefit from them. | |||
| @item | |||
| Never write to unallocated memory, never write over the end of arrays, | |||
| always check values read from some untrusted source before using them | |||
| as array index or other risky things. | |||
| @item | |||
| Remember to check if you need to bump versions for the specific libav | |||
| parts (libavutil, libavcodec, libavformat) you are changing. You need | |||
| to change the version integer and the version string. | |||
| Incrementing the first component means no backward compatibility to | |||
| previous versions (e.g. removal of a function from the public API). | |||
| Incrementing the second component means backward compatible change | |||
| (e.g. addition of a function to the public API). | |||
| Incrementing the third component means a noteworthy binary compatible | |||
| change (e.g. encoder bug fix that matters for the decoder). | |||
| @item | |||
| If you add a new codec, remember to update the changelog, add it to | |||
| the supported codecs table in the documentation and bump the second | |||
| component of the @file{libavcodec} version number appropriately. If | |||
| it has a fourcc, add it to @file{libavformat/avienc.c}, even if it | |||
| is only a decoder. | |||
| @item | |||
| Do not change code to hide warnings without ensuring that the underlying | |||
| logic is correct and thus the warning was inappropriate. | |||
| @item | |||
| If you add a new file, give it a proper license header. Do not copy and | |||
| paste it from a random place, use an existing file as template. | |||
| @end enumerate | |||
| We think our rules are not too hard. If you have comments, contact us. | |||
| Note, these rules are mostly borrowed from the MPlayer project. | |||
| @section Submitting patches | |||
| First, (@pxref{Coding Rules}) above if you did not yet. | |||
| When you submit your patch, try to send a unified diff (diff '-up' | |||
| option). We cannot read other diffs :-) | |||
| Also please do not submit a patch which contains several unrelated changes. | |||
| Split it into separate, self-contained pieces. This does not mean splitting | |||
| file by file. Instead, make the patch as small as possible while still | |||
| keeping it as a logical unit that contains an individual change, even | |||
| if it spans multiple files. This makes reviewing your patches much easier | |||
| for us and greatly increases your chances of getting your patch applied. | |||
| Run the regression tests before submitting a patch so that you can | |||
| verify that there are no big problems. | |||
| Patches should be posted as base64 encoded attachments (or any other | |||
| encoding which ensures that the patch will not be trashed during | |||
| transmission) to the ffmpeg-devel mailing list, see | |||
| @url{http://lists.mplayerhq.hu/mailman/listinfo/ffmpeg-devel} | |||
| It also helps quite a bit if you tell us what the patch does (for example | |||
| 'replaces lrint by lrintf'), and why (for example '*BSD isn't C99 compliant | |||
| and has no lrint()') | |||
| Also please if you send several patches, send each patch as a separate mail, | |||
| do not attach several unrelated patches to the same mail. | |||
| @section patch submission checklist | |||
| @enumerate | |||
| @item | |||
| Do the regression tests pass with the patch applied? | |||
| @item | |||
| Is the patch a unified diff? | |||
| @item | |||
| Is the patch against latest FFmpeg SVN? | |||
| @item | |||
| Are you subscribed to ffmpeg-dev? | |||
| (the list is subscribers only due to spam) | |||
| @item | |||
| Have you checked that the changes are minimal, so that the same cannot be | |||
| achieved with a smaller patch and/or simpler final code? | |||
| @item | |||
| If the change is to speed critical code, did you benchmark it? | |||
| @item | |||
| If you did any benchmarks, did you provide them in the mail? | |||
| @item | |||
| Have you checked that the patch does not introduce buffer overflows or | |||
| other security issues? | |||
| @item | |||
| Is the patch created from the root of the source tree, so it can be | |||
| applied with @code{patch -p0}? | |||
| @item | |||
| Does the patch not mix functional and cosmetic changes? | |||
| @item | |||
| Did you add tabs or trailing whitespace to the code? Both are forbidden. | |||
| @item | |||
| Is the patch attached to the email you send? | |||
| @item | |||
| Is the mime type of the patch correct? It should be text/x-diff or | |||
| text/x-patch or at least text/plain and not application/octet-stream. | |||
| @item | |||
| If the patch fixes a bug, did you provide a verbose analysis of the bug? | |||
| @item | |||
| If the patch fixes a bug, did you provide enough information, including | |||
| a sample, so the bug can be reproduced and the fix can be verified? | |||
| Note please do not attach samples >100k to mails but rather provide a | |||
| URL, you can upload to ftp://upload.mplayerhq.hu | |||
| @item | |||
| Did you provide a verbose summary about what the patch does change? | |||
| @item | |||
| Did you provide a verbose explanation why it changes things like it does? | |||
| @item | |||
| Did you provide a verbose summary of the user visible advantages and | |||
| disadvantages if the patch is applied? | |||
| @item | |||
| Did you provide an example so we can verify the new feature added by the | |||
| patch easily? | |||
| @item | |||
| If you added a new file, did you insert a license header? It should be | |||
| taken from FFmpeg, not randomly copied and pasted from somewhere else. | |||
| @item | |||
| You should maintain alphabetical order in alphabetically ordered lists as | |||
| long as doing so does not break API/ABI compatibility. | |||
| @item | |||
| Lines with similar content should be aligned vertically when doing so | |||
| improves readability. | |||
| @item | |||
| Did you provide a suggestion for a clear commit log message? | |||
| @end enumerate | |||
| @section Patch review process | |||
| All patches posted to ffmpeg-devel will be reviewed, unless they contain a | |||
| clear note that the patch is not for SVN. | |||
| Reviews and comments will be posted as replies to the patch on the | |||
| mailing list. The patch submitter then has to take care of every comment, | |||
| that can be by resubmitting a changed patch or by discussion. Resubmitted | |||
| patches will themselves be reviewed like any other patch. If at some point | |||
| a patch passes review with no comments then it is approved, that can for | |||
| simple and small patches happen immediately while large patches will generally | |||
| have to be changed and reviewed many times before they are approved. | |||
| After a patch is approved it will be committed to the repository. | |||
| We will review all submitted patches, but sometimes we are quite busy so | |||
| especially for large patches this can take several weeks. | |||
| When resubmitting patches, please do not make any significant changes | |||
| not related to the comments received during review. Such patches will | |||
| be rejected. Instead, submit significant changes or new features as | |||
| separate patches. | |||
| @section Regression tests | |||
| Before submitting a patch (or committing to the repository), you should at least | |||
| test that you did not break anything. | |||
| The regression tests build a synthetic video stream and a synthetic | |||
| audio stream. These are then encoded and decoded with all codecs or | |||
| formats. The CRC (or MD5) of each generated file is recorded in a | |||
| result file. A 'diff' is launched to compare the reference results and | |||
| the result file. | |||
| The regression tests then go on to test the FFserver code with a | |||
| limited set of streams. It is important that this step runs correctly | |||
| as well. | |||
| Run 'make test' to test all the codecs and formats. | |||
| Run 'make fulltest' to test all the codecs, formats and FFserver. | |||
| [Of course, some patches may change the results of the regression tests. In | |||
| this case, the reference results of the regression tests shall be modified | |||
| accordingly]. | |||
| @bye | |||